]> git.localhorst.tv Git - blank.git/blobdiff - src/chunk.cpp
fixed oriented block occlusion check
[blank.git] / src / chunk.cpp
index 52d17c055319464479f8d1d7b248044de024cf52..ae13aec24c4e6de4de2d6e429dcf662bcb98a9d3 100644 (file)
@@ -1,9 +1,17 @@
 #include "chunk.hpp"
 
+#include "generator.hpp"
+
 #include <limits>
 #include <glm/gtx/transform.hpp>
 
 
+namespace {
+
+blank::Model::Buffer buf;
+
+}
+
 namespace blank {
 
 Chunk::Chunk(const BlockTypeRegistry &types)
@@ -48,24 +56,14 @@ void Chunk::Draw() {
 bool Chunk::Intersection(
        const Ray &ray,
        const glm::mat4 &M,
-       int *blkid,
-       float *dist,
-       glm::vec3 *normal) const {
-       { // rough check
-               if (!blank::Intersection(ray, Bounds(), M)) {
-                       return false;
-               }
-       }
-
-       if (!blkid && !dist && !normal) {
-               return true;
-       }
-
+       int &blkid,
+       float &dist,
+       glm::vec3 &normal
+) const {
        // TODO: should be possible to heavily optimize this
        int id = 0;
-       int closest_id = -1;
-       float closest_dist = std::numeric_limits<float>::infinity();
-       glm::vec3 closest_normal(0, 1, 0);
+       blkid = -1;
+       dist = std::numeric_limits<float>::infinity();
        for (int z = 0; z < Depth(); ++z) {
                for (int y = 0; y < Height(); ++y) {
                        for (int x = 0; x < Width(); ++x, ++id) {
@@ -74,32 +72,23 @@ bool Chunk::Intersection(
                                }
                                float cur_dist;
                                glm::vec3 cur_norm;
-                               Block::Pos pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
-                               if (Type(blocks[id]).shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) {
-                                       if (cur_dist < closest_dist) {
-                                               closest_id = id;
-                                               closest_dist = cur_dist;
-                                               closest_normal = cur_norm;
+                               if (Type(blocks[id]).shape->Intersects(ray, M * ToTransform(id), cur_dist, cur_norm)) {
+                                       if (cur_dist < dist) {
+                                               blkid = id;
+                                               dist = cur_dist;
+                                               normal = cur_norm;
                                        }
                                }
                        }
                }
        }
 
-       if (closest_id < 0) {
+       if (blkid < 0) {
                return false;
+       } else {
+               normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f));
+               return true;
        }
-
-       if (blkid) {
-               *blkid = closest_id;
-       }
-       if (dist) {
-               *dist = closest_dist;
-       }
-       if (normal) {
-               *normal = closest_normal;
-       }
-       return true;
 }
 
 void Chunk::Position(const Pos &pos) {
@@ -111,6 +100,12 @@ glm::mat4 Chunk::Transform(const Pos &offset) const {
 }
 
 
+void Chunk::CheckUpdate() {
+       if (dirty) {
+               Update();
+       }
+}
+
 void Chunk::Update() {
        int vtx_count = 0, idx_count = 0;
        for (const auto &block : blocks) {
@@ -118,19 +113,221 @@ void Chunk::Update() {
                vtx_count += shape->VertexCount();
                idx_count += shape->VertexIndexCount();
        }
-       model.Clear();
-       model.Reserve(vtx_count, idx_count);
+       buf.Clear();
+       buf.Reserve(vtx_count, idx_count);
 
        Model::Index vtx_counter = 0;
        for (size_t i = 0; i < Size(); ++i) {
+               if (Obstructed(i)) continue;
+
                const BlockType &type = Type(blocks[i]);
-               type.FillModel(model, ToCoords(i), vtx_counter);
+               type.FillModel(buf, ToTransform(i), vtx_counter);
                vtx_counter += type.shape->VertexCount();
        }
 
-       model.Invalidate();
+       model.Update(buf);
        dirty = false;
 }
 
+bool Chunk::Obstructed(int idx) const {
+       if (IsBorder(idx)) return false;
+
+       // not checking neighbor visibility here, so all
+       // invisible blocks must have their fill set to 6x false
+       // (the default, so should be okay)
+
+       const Block &right = blocks[idx + 1];
+       if (!Type(right).FaceFilled(right, Block::FACE_LEFT)) return false;
+
+       const Block &left = blocks[idx - 1];
+       if (!Type(left).FaceFilled(left, Block::FACE_RIGHT)) return false;
+
+       const Block &up = blocks[idx + Width()];
+       if (!Type(up).FaceFilled(up, Block::FACE_DOWN)) return false;
+
+       const Block &down = blocks[idx - Width()];
+       if (!Type(down).FaceFilled(down, Block::FACE_UP)) return false;
+
+       const Block &front = blocks[idx + Width() * Height()];
+       if (!Type(front).FaceFilled(front, Block::FACE_BACK)) return false;
+
+       const Block &back = blocks[idx - Width() * Height()];
+       if (!Type(back).FaceFilled(back, Block::FACE_FRONT)) return false;
+
+       return true;
+}
+
+glm::mat4 Chunk::ToTransform(int idx) const {
+       return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform();
+}
+
+
+ChunkLoader::ChunkLoader(const BlockTypeRegistry &reg, const Generator &gen)
+: base(0, 0, 0)
+, reg(reg)
+, gen(gen)
+, loaded()
+, to_generate()
+, to_free()
+, load_dist(4)
+, unload_dist(5) {
+
+}
+
+namespace {
+
+struct ChunkLess {
+
+       explicit ChunkLess(const Chunk::Pos &base)
+       : base(base) { }
+
+       bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const {
+               Chunk::Pos da(base - a);
+               Chunk::Pos db(base - b);
+               return
+                       da.x * da.x + da.y * da.y + da.z * da.z <
+                       db.x * db.x + db.y * db.y + db.z * db.z;
+       }
+
+       Chunk::Pos base;
+
+};
+
+}
+
+void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
+       for (int z = from.z; z < to.z; ++z) {
+               for (int y = from.y; y < to.y; ++y) {
+                       for (int x = from.x; x < to.x; ++x) {
+                               Chunk::Pos pos(x, y, z);
+                               if (Known(pos)) {
+                                       continue;
+                               } else if (x == 0 && y == 0 && z == 0) {
+                                       loaded.emplace_back(reg);
+                                       loaded.back().Position(pos);
+                                       gen(loaded.back());
+
+                               //      orientation testing
+                               //      for (int i = 0; i < Block::FACE_COUNT; ++i) {
+                               //              for (int j = 0; j < Block::TURN_COUNT; ++j) {
+                               //                      loaded.back().BlockAt(512 * j + 2 * i) = Block(3 * (j + 1), Block::Face(i), Block::Turn(j));
+                               //              }
+                               //      }
+                               //      loaded.back().Invalidate();
+                               //      loaded.back().CheckUpdate();
+                               } else {
+                                       to_generate.emplace_back(pos);
+                               }
+                       }
+               }
+       }
+       to_generate.sort(ChunkLess(base));
+}
+
+Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
+       for (Chunk &chunk : loaded) {
+               if (chunk.Position() == pos) {
+                       return &chunk;
+               }
+       }
+       return nullptr;
+}
+
+bool ChunkLoader::Queued(const Chunk::Pos &pos) {
+       for (const Chunk::Pos &chunk : to_generate) {
+               if (chunk == pos) {
+                       return true;
+               }
+       }
+       return nullptr;
+}
+
+bool ChunkLoader::Known(const Chunk::Pos &pos) {
+       if (Loaded(pos)) return true;
+       return Queued(pos);
+}
+
+Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
+       Chunk *chunk = Loaded(pos);
+       if (chunk) {
+               return *chunk;
+       }
+
+       for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end; ++iter) {
+               if (*iter == pos) {
+                       to_generate.erase(iter);
+                       break;
+               }
+       }
+
+       loaded.emplace_back(reg);
+       loaded.back().Position(pos);
+       gen(loaded.back());
+       return loaded.back();
+}
+
+void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
+       if (new_base == base) {
+               return;
+       }
+       base = new_base;
+
+       // unload far away chunks
+       for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
+               if (std::abs(base.x - iter->Position().x) > unload_dist
+                               || std::abs(base.y - iter->Position().y) > unload_dist
+                               || std::abs(base.z - iter->Position().z) > unload_dist) {
+                       auto saved = iter;
+                       ++iter;
+                       to_free.splice(to_free.end(), loaded, saved);
+               } else {
+                       ++iter;
+               }
+       }
+       // abort far away queued chunks
+       for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
+               if (std::abs(base.x - iter->x) > unload_dist
+                               || std::abs(base.y - iter->y) > unload_dist
+                               || std::abs(base.z - iter->z) > unload_dist) {
+                       iter = to_generate.erase(iter);
+               } else {
+                       ++iter;
+               }
+       }
+       // add missing new chunks
+       const Chunk::Pos offset(load_dist, load_dist, load_dist);
+       Generate(base - offset, base + offset);
+}
+
+void ChunkLoader::Update() {
+       bool reused = false;
+       if (!to_generate.empty()) {
+               Chunk::Pos pos(to_generate.front());
+
+               for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) {
+                       if (iter->Position() == pos) {
+                               loaded.splice(loaded.end(), to_free, iter);
+                               reused = true;
+                               break;
+                       }
+               }
+
+               if (!reused) {
+                       if (to_free.empty()) {
+                               loaded.emplace_back(reg);
+                       } else {
+                               loaded.splice(loaded.end(), to_free, to_free.begin());
+                               reused = true;
+                       }
+                       loaded.back().Position(pos);
+                       gen(loaded.back());
+               }
+               to_generate.pop_front();
+       }
+
+       if (!reused && !to_free.empty()) {
+               to_free.pop_front();
+       }
+}
 
 }